Nosferatu

Eldako's page

54 posts. Alias of DarkWingD.


Full Name

Eldako

Race

Dhampire

Classes/Levels

Adpative Shifter 1st HP 9/9 | Fort 1+, Ref +4, will +3 (+5 vs divine) | Perception +7 | AC 15; FF 13; T 12 | reactive form 6/7 xday

Gender

male

Size

Med

Age

43

Special Abilities

Reactive Form 7xday, Natural attack primary (bite; swift action) (Charm person, Command, Hide from undead- each 1xday DC 13, speak with animals (wolves, rats, bats, at will)-

Alignment

N

Deity

None

Languages

Druidic, Common

Strength 16
Dexterity 14
Constitution 8
Intelligence 10
Wisdom 16
Charisma 14

About Eldako

feats and traits:

Divine Defiance:
Benefit: You gain a +2 bonus on saving throws against divine spells and the spell-like abilities granted by levels in a divine casting class.
Special: In certain circumstances , some outsiders and creatures of other types might have a strong connection to a specific deity they work for as agents and servants. These creatures’ spells and spell-like abilities should likewise be affected by this feat, regardless of the creature’s planar origins or sources of magical power, subject to the GM’s discretion.

Traits:
Rapid Drain: (Nosferatu)(race) The ferocity of your hunger grants you the ability to draw life from your victims faster. When you use your blood drain ability, you gain 7 temporary hit points instead of 5.

Sensitive Mind: (campaign) You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation. You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.

Corpse Dodger: (Region) Requirement(s) Ustalav
You spent your formative years in the town of Ravengro, where your proximity to both a prominent graveyard and an infamous prison left you no stranger to the occasional zombie or skeleton. As such, you developed unique methods of dodging these pests. Once per day, you can cast hide from undead as a spell-like ability. The casting time is a swift action and the caster level for this effect is always 1st; this ability is otherwise identical to the spell.

Attacks:

Melee: Dagger +4 d4+3 and Bite +4 d6+4

Skills:

Acrobatics* +1 (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha) +1, Knowledge +1 (nature) (Int), Perception +1 (Wis), Profession (Wis), Ride (Dex), Stealth* +1 (Dex), Survival* +1 (Wis), and Swim (Str), Non- class skill- Diplomacy +1(chr)

total= (4 class; +0 int, +0 fav bonus, +3 background-marked with *)= 7

Class abilities: Shifter:

Weapon and Armor Proficiency
A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Bonus Languages
A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
For the purposes of teaching and learning the Druidic language, shifters are considered to be druids—the nuances of the language are instrumental in teaching characters of both classes to use and control their abilities. While the rare druidic circle might bar shifters from its order, and while some eccentric shifters may view druids as competitors or even enemies, all shifters are assumed to speak it.

Shifter Aspect (Su)
At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.

Shifter Claws (Su)
At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.
Bat: Bite (B, P, S), wing (B). Source PPC:WO
Bear: Bite (B, P, S). Source PPC:WO
Bull: Gore (P), hoof (B), slam (B). Source PPC:WO
Boar: Gore (P), hoof (B). Source PPC:WO
Crocodile: Bite (B, P, S), tail slap (B). Source PPC:WO
Dinosaur, Deinonychus: Bite (B, P, S), talon (S). Source PPC:WO
Dolphin/Orca: Bite (B, P, S), slam (B). Source PPC:WO
Dragon (Dragonblood Shifter Archetype): Bite (B, P, S), tail slap (B), wing (B). Source PPC:WO
Dragonfly: Bite (B, P, S), wing (B). Source PPC:WO
Electric Eel: Bite (B, P, S), tail slap (B). Source PPC:WO
Falcon: Bite (B, P, S), talon (S). Source PPC:WO
Fey (Feyform Shifter Archetype): Bite (B, P, S), sting (P). Source PPC:WO
Frog: Bite (B, P, S). Source PPC:WO
Lizard: Bite (B, P, S), tail slap (B). Source PPC:WO
Mantis: Bite (B, P, S). Source PPC:WO
Monkey: Bite (B, P, S). Source PPC:WO
Mouse: Bite (B, P, S). Source PPC:WO
Octopus: Bite (B, P, S), tentacle (B). Source PPC:WO
Owl: Bite (B, P, S), talons (S). Source PPC:WO
Scorpion: Pincers (B), sting (P). Source PPC:WO
Snake: Bite (B, P, S), tail slap (B). Source PPC:WO
Spider: Bite (B, P, S). Source PPC:WO
Stag: Gore (P), hoof (B). Source PPC:WO
Swarm (Swarm Shifter Archetype): Bite (B, P, S), pincers (B), sting (P). Source PPC:WO
Tiger: Bite (B, P, S). Source PPC:WO
Wolf: Bite (B, P, S). Source PPC:WO
Wolverine: Bite (B, P, S). Source PPC:WO
Wild Empathy (Ex)
A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Defensive Instinct (Ex)
At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex)
At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Woodland Stride (Ex)
At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Wild Shape (Su)
The ability details below have been updated based on this FAQ entry.
At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn’t provoke attacks of opportunity. Often a particular aspect’s major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.
Shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.

Trackless Step (Ex)
At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Shifter’s Fury (Ex)
This ability has been added based on this FAQ entry.
At 6th level, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws.
At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

Chimeric Aspect (Su)
At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.

Greater Chimeric Aspect (Su)
At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.

A Thousand Faces (Ex)
This ability has been added based on this FAQ entry.
At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex)
This ability has been added based on this FAQ entry.
After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.

Final Aspect (Su)
This ability has been updated based on this FAQ entry.
At 20th level, a shifter gains access to a fifth aspect, when she uses shifter aspect she can assume the minor forms of all her aspects, and the shifter can use her major and minor forms at will.

Class abilities archetype, Adaptive shifter:

Adaptive Claws (Su)
When activating her shifter claws ability in her natural form, an adaptive shifter can instead manifest a single bite attack that deals bludgeoning, piercing, and slashing damage; a gore attack that deals piercing damage; or a tail slap that deals bludgeoning damage. This natural attack otherwise deals damage as the shifter’s claws.
This alters shifter claws.

Reactive Aspect (Su)
An adaptive shifter gains the ability to change parts of her body to avoid harm, gain a physical advantage, or overcome an obstacle. She can do so a number of times per day equal to 3 + her Wisdom modifier + her shifter level. By activating this ability, either as an immediate action or as a swift action, an adaptive shifter gains the benefits of one of her reactive forms until the beginning of her next turn (see below).

An adaptive shifter can assume only one reactive form at a time. Activating a new reactive form (or forms) ends all reactive forms currently manifested.

At 9th level, an adaptive shifter gains the benefits of up to two reactive forms whenever she uses this ability. At 14th level, she can assume up to three forms. At 20th level, she learns all reactive forms and doubles her effective Wisdom modifier for the purpose of calculating her uses of reactive aspect per day.
This replaces shifter aspect, chimeric aspect, greater chimeric aspect, and final aspect.

Reactive Form (Su)
An adaptive shifter learns two reactive forms from the list below. At 2nd level and every 2 levels thereafter, an adaptive shifter learns an additional reactive form. Forms marked with an asterisk (*) are lasting forms. An adaptive shifter can spend two uses of reactive aspect to increase a lasting form’s duration to 1 minute. Forms not marked with an asterisk always last only until the beginning of her next turn.

Restoring Form: The adaptive shifter regains 1d8 hit points. For every 4 levels she has, the number of hit points she regains increases by 1d8. The adaptive shifter can assume this form only as a swift action.

Climbing Form*: The adaptive shifter gains a climb speed equal to her base speed.


Looks and personality
Appearance:
Eladko looks like a traditional nosferatu vampire, long thin fingers, bald head with a emancipated body that looks like he hasn't eaten in months. his ears are slightly tapered back with two rows of sharp teeth with the middle ones being a little bit longer.


personality:
Eldako talks with a Quiet and reasonable manner, and he will constantly inquire on others health. This is due to almost remembered reflex that he was concerned about that sort of thing. He knows and understands that things are meaningless. He seems also to know what people are thinking almost like he was a empath. (sensitive mind campaign trait.) A by-product of his heritage makes it where he stays out of the immediate light if he can help it. (light sensitivity He doesn't depend on blood like a vampire but he has a deep hunger and everything he has tried tastes awful. (blood drinker feat)


History in a moment:

Eldako acts much as he was in life even though he doesn't remember. He remembers that he was always alone and is happy to be able to have a group to be with. He is eager to please and has a creep factor. However when he is in combat he is vicious and remorseless. When He wakes up with the group Eldako wont know his heritage and some of the abilities will come as a surprise. He is a Atheist (ill be taking the divine defiance feat) and that will explain why the positive energy would hurt him. (racial trait) and his personal healing from the Class archetype will make up for this lack.

Build notes : I will be building Eldako like a very traditional vampire, I will be only taking thematically appropriate shifter reactive forms, Like only wild shaping to Wolf, Bat, and Rat. and only using the Bite shifter aspect. I might multiclass if I think it is appropriate to get more vampire-like abilities like (mesmerist gaze, or Wizards familiar bat, psychic for Occult unlocks.) on where I "feel" like the character is going. I gave him the Healing Reactive trait to start off with to mimic how fast healing they have and the Climbing form to gain a climb speed I felt like these are some of the most iconic abilities of the group. I wont be having him "feeding" on people and doing evil things. He will be simply trying to find out what happened and learning about his abilities.

Racial traits:

Ability Score Modifiers: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.

Heir to Undying Nobility: Descended from undead nobility some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait

Equipment:

Gear:
- Silver bracelet 146gp (I wanted to spend all my money on something that would be special item that means something I am going to say its two intertwined snakes holding a moon.);

Hide shirt- 20gp
Club-